;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
4       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
3       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
0       ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
10      ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Ascetism,           4,-2,  X7,  nil, 1, 3    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  NF,  Tac, 3, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 0, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
Latin Influence,    6,-1,  E2,  nil, 1, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 0, 1    ; Ban
Bridge Building,    4, 0,  Iro, Plu, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Religion,           5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 0, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 0, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Civil Service,      5,-1,  Eco, Dem, 2, 2    ; CA 
Mass Production,    5,-1,  Too, Cor, 2, 4    ; Cmb
Do Not Use,         5, 0,  no,  no,  2, 2    ; Cmn
Patriotism,         4, 1,  X7,  nil, 1, 1    ; Cmp
Mobilization,       7,-1,  Mob, Lab, 2, 0    ; Csc
Concrete Forts,     4, 0,  Tac, Ref, 2, 0    ; Cst
The Corporation,    4, 0,  Lab, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Imperialism,        5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1 
Mexican Cuisine,    4, 1,  X7,  nil, 1, 4    ; E2 
Engineering,        4, 0,  Whe, Plu, 0, 4    ; Eng
Colonial Troops,    3, 1,  Ind, Csc, 1, 0    ; Env
Indian Alliance,    2,-1,  U1,  MP,  1, 2    ; Esp
Explosives,         5, 0,  Gen, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Fertilizers,        4,-1,  Phi, Rfg, 2, 1    ; Fli
Theocracy,          3,-2,  The, nil, 1, 3    ; Fun
X - Fusion,         3, 0,  no,  no,  3, 3    ; FP 
Gunpowder,          8, 0,  Inv, Iro, 0, 0    ; Gen
X - Guerrilla,      4, 1,  no,  no,  3, 0    ; Gue
Do Not Use,         8,-2,  no,  no,  0, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Colonialism,        6, 0,  X7,  nil, 1, 0    ; Ind
Invention,          6, 0,  Eng, Lit, 0, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Industrialization,  6, 0,  Rec, Ban, 2, 1    ; Lab
Public Education,   4, 0,  CA,  SFl, 2, 3    ; Las
Leadership,         5,-1,  Chi, Gen, 0, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 0, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Manumission,        5, 0,  Sup, SFl, 1, 2    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Pla, Tra, 0, 1    ; Med
Metallurgy,         6,-2,  Gen, Uni, 0, 0    ; Met
Kinetoscope,        4, 1,  E1,  Phi, 2, 1    ; Min
Modern Arms,        8,-1,  Dem, Met, 2, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Counter-Reformation,5, 1,  Pla, PT,  0, 2    ; MT 
Christianity,       4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 0, 1    ; Nav
Naval Service,      6,-2,  Mob, SE,  3, 0    ; NF 
Turbine Engine,     3, 0,  Ref, Stl, 3, 0    ; NP 
Patenting,          6, 1,  CA,  Cor, 2, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 0, 3    ; Phy
Philosophy,         6, 1,  Mys, Lit, 0, 2    ; Pla
Construction,       4, 0,  Mas, Cur, 0, 4    ; Plu
Native Beliefs,     4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Do Not Use,         5,-1,  no,  no,  3, 4    ; Rad
Do Not Use,         6, 0,  no,  no,  2, 1    ; RR 
Railroad,           6, 0,  SE,  Bri, 2, 1    ; Rec
Refining,           4, 0,  Che, Phi, 2, 4    ; Ref
Land Reform,        3, 1,  Lab, CA,  2, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Repeating Weaponry, 5,-2,  Mob, nil, 2, 0    ; Rob
X,                  6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Socialism,          5, 0,  Lab, Lit, 2, 2    ; SFl
X,                  3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE 
Steel,              4,-1,  E1,  Phi, 2, 4    ; Stl
Secession,          4, 1,  X7, nil, 1, 2    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Mormonism,          3, 2,  MT,  AFl, 1, 3    ; The
Theory of Gravity,  4, 0,  Ast, Uni, 0, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Pla, 0, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  NP,  nil, 2, 3    ; FT 
New Mexico Invasion,3, 0,  X7,  nil, 1, 2    ; U1 
Roosevelt's Regiment,3, 0,  Csc, Cmp, 1, 1    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Anti-Rebel,         3, 0,  no,  no,  3, 4    ; X1 
Anti-Yankee,        3, 0,  no,  no,  3, 4    ; X2 
Anti-British,       3, 0,  no,  no,  3, 4    ; X3 
Anti-Mexican,       3, 0,  no,  no,  3, 4    ; X4 
Anti-Mormom,        3, 0,  no,  no,  3, 4    ; X5 
Knowledge,          3, 0,  X7,  nil, 3, 4    ; X6 
Cornerstone,        3, 0,  no,  no,  3, 4    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Capitol,                  40,20,    Mas,
Barracks,                  8, 1,    Csc,
Mill,                      4, 1,    Pot,
Church,                    4, 1,    Cer,
Market,                    6, 1,    Cur,
School,                    6, 1,    Wri,
State Capital,            12, 3,    CA, 
Fortifications,            8, 2,    Mas,
Waterworks,                8, 2,    Plu,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    MT, 
Library,                  12, 3,    Uni,
No,                       16, 4,    no, 
Stadium,                  12, 3,    Plu,
Factory,                  20, 4,    Lab,
No,                       32, 6,    no, 
No,                       20, 4,    no, 
No,                       20, 2,    no, 
Power Plant,              16, 4,    Ref,
No,                       24, 4,    no, 
Black Labour,              4, 1,    MP, 
Government Mint,          16, 4,    Eco,
Sewer System,             12, 2,    San,
Modern Farming,           10, 3,    Fli,
Plantation,               10, 3,    Sup,
University,               16, 5,    Uni,
No,                       10, 2,    no, 
Coastal Battery,           8, 2,    Met,
No,                       32, 4,    no, 
Wharf,                     6, 1,    Sea,
No,                       16, 3,    no, 
No,                       16, 3,    no, 
Recruitment Centre,       10, 2,    Csc,
Shipyard,                 12, 3,    NF, 
No,                        8, 0,    no, 
No,                       16, 0,    no, 
No,                       32, 0,    no, 
War Bonds,                60, 0,    U2, 
Cotton Industry,          30, 0,    Tra,
Liberty Bell,             30, 0,    Rep,
Gold Rush,                30, 0,    Phy,
British Admiralty,        40, 0,    Ind,
Foreign Relations Policy, 40, 0,    Sup,
Secession,                30, 0,    Sup,
Morro Castle,             30, 0,    War,
West Point Military Academy,40, 0,    Ldr,
The Tabernacle,           40, 0,    AFl,
The Empire of Mexico,     60, 0,    Aut,
Ntre-Dame-de-Qubec,     40, 0,    MT, 
From Sea to Shining Sea,  60, 0,    E2, 
The Naval Academy,        20, 0,    NP, 
The New York Stock Exchange,30, 0,    Eco,
The Mayan Ruins,          40, 0,    Mas,
Rememberance Day,         20, 0,    U2, 
Edison's Laboratory,      40, 0,    ToG,
British Financial Aid,    20, 0,    MP, 
Lois and Clarks Expedition,20, 0,    Mag,
Emancipation Proclamation,20, 0,    Cmp,
Underground Railroad,     30, 0,    Cmp,
Imperialism,              60, 0,    Dem,
The Institute of Slavery, 40, 0,    Sup,
No,                       60, 0,    no, 
No,                       60, 0,    no, 
No,                       60, 0,    no, 
Public Education,         30, 0,    Las,
Cinema,                   40, 0,    Min,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Cotton Industry
nil,        ; Liberty Bell
nil,        ; Gold Rush
nil,        ; British Admiralty
nil,        ; Foreign Relations Policy
nil,        ; Secession
Gen,        ; Morro Castle
nil,        ; West Point Military Academy
nil,        ; The Tabernacle
nil,        ; The Empire of Mexico
nil,        ; Ntre-Dame-de-Qubec
nil,        ; From Sea to Shining Sea
nil,        ; The Naval Academy
nil,        ; The New York Stock Exchange
Inv,        ; The Mayan Ruins
nil,        ; Rememberance Day
nil,        ; Edison's Laboratory
nil,        ; British Financial Aid
nil,        ; Lois and Clarks Expedition
Sup,        ; Emancipation Proclamation
MP,         ; Underground Railroad
nil,        ; Imperialism
MP,         ; The Institute of Slavery
nil,        ; No
nil,        ; No
nil,        ; No
nil,        ; Public Education
nil,        ; Cinema


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Slaves,       nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  5, Sup, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  1h,1f, 10,0,  5, Exp, 000000000000000
British Infantry,X3,  0,  1.,0,  5a,4d,  1h,1f,  7,0,  1, Env, 000000000000000
Mexican Infantry,X4,  0,  1.,0,  3a,3d,  1h,1f,  4,0,  1, Aut, 000001000000000
Canadian Infantry,X3,  0,  1.,0,  4a,3d,  1h,1f,  5,0,  1, Dem, 000000000000000
Militia,      nil, 0,  1.,0,  2a,2d,  1h,1f,  2,0,  1, Gen, 000000000000000
Union Volunteers,X2,  0,  1.,0,  4a,3d,  1h,1f,  4,0,  1, Cmp, 000000000000000
Union Infantry,X2,  0,  1.,0,  6a,4d,  1h,1f,  7,0,  0, Csc, 000000000000000
Mormom Infantry,X5,  0,  1.,0,  4a,4d,  1h,1f,  3,0,  1, Fun, 000100000000000
Southern Volunteers,X1,  0,  1.,0,  4a,3d,  1h,1f,  4,0,  1, Sup, 000000000000000
Southern Infantry,X1,  0,  1.,0,  6a,4d,  1h,1f,  7,0,  0, Csc, 000000000000000
Braves,       nil, 0,  1.,0,  4a,2d,  1h,1f,  8,0,  1, X6,  000001000000011
Royal Marines,X3,  0,  1.,0,  8a,4d,  1h,1f, 10,0,  0, Env, 000000000000100
Maxim Gun,    nil, 0,  1.,0,  5a,5d,  1h,1f,  8,0,  1, Rob, 000000000000000
Marines,      Ind, 0,  1.,0,  7a,3d,  1h,1f,  8,0,  0, Amp, 000000000000100
No,           no,  0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, no,  000000000000000
Camel Riders, nil, 0,  2.,0,  5a,4d,  1h,1f, 10,0,  0, X6,  000000000000000
Lancers,      X3,  0,  2.,0,  4a,3d,  1h,1f,  6,0,  0, Dem, 000000000000000
Southern Cavalry,X1,  0,  2.,0,  6a,3d,  1h,1f,  8,0,  0, Ldr, 000000000000000
Union Cavalry,X2,  0,  2.,0,  6a,3d,  1h,1f,  8,0,  0, Ldr, 000000000000000
No,           no,  0,  2.,0,  6a,3d,  1h,1f,  8,0,  0, no,  000000000000000
Cavalry,      nil, 0,  2.,0,  5a,2d,  1h,1f,  8,0,  0, X6,  000000000000011
No,           no,  0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, no,  000000000000000
No,           no,  0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Light Artillery,Met, 0,  1.,0,  3a,1d,  1h,2f,  5,0,  0, Gen, 000000001000000
Artillery,    Too, 0,  1.,0,  4a,1d,  1h,2f,  6,0,  0, Met, 000000001000000
Heavy Artillery,nil, 0,  1.,0,  6a,1d,  1h,2f,  8,0,  0, Too, 000000001000000
No,           no,  1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, no,  000000000010001
No,           no,  1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
No,           no,  1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
No,           no,  1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, no,  000000000010001
No,           no,  1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001
Riverboat,    nil, 2,  6.,0,  0a,2d,  1h,1f,  5,2,  4, Mag, 000000000100000
Gunboat,      nil, 2,  5.,0,  5a,3d,  1h,2f,  7,0,  2, Mag, 000000000100000
Transport,    nil, 2, 10.,0,  0a,3d,  1h,1f,  9,4,  4, Lab, 000000000000000
Merrimac,     X1,  2,  6.,0,  6a,5d,  2h,2f, 10,0,  2, SE,  000000000000000
Monitor,      X2,  2,  6.,0,  5a,6d,  2h,2f, 10,0,  2, SE,  000000000000000
Frigate,      nil, 2, 12.,0,  6a,6d,  2h,2f, 14,0,  2, NF,  000000000000000
Cruiser,      nil, 2, 10.,0,  8a,8d,  2h,2f, 18,0,  2, Stl, 000000000000001
No,           no,  2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
No,           no,  2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
No,           no,  2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
No,           no,  2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
No,           no,  2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
No,           no,  1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
No,           no,  1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
No,           no,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010
No,           no,  0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Union Trader, X2,  0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Southern Trader,X1,  0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Sup, 000000000000010
No,           no,  0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
No,           no,  0,  1.,0,  1a,1d,  1h,1f,  5,0,  0, no,  000000000000000
No,           no,  2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
No,           no,  1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Teddy Roosevelt,nil, 0,  3.,0,  6a,4d,  2h,2f, 18,0,  0, X6,  000000000000001
George Custer,nil, 0,  3.,0,  7a,3d,  2h,2f, 18,0,  0, X6,  000000000000001
Stonewall Jackson,nil, 0,  2.,0,  5a,5d,  2h,2f, 18,0,  0, X6,  000000000000001
Jeb Stuart,   nil, 0,  3.,0,  6a,4d,  2h,2f, 18,0,  0, X6,  000000000000001
No,           no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
No,           no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
No,           no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
No,           no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 3,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 3,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
No,         2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,1,
Cattle,     1,2,  2,2,1,
Grassland,  1,2,  2,1,0,
Rare Furs,  2,3,  1,2,4,
Coal Mine,  2,4,  1,4,0,
Gold,       3,6,  0,1,6,
Herding Ground,1,2,  2,2,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,3,1,
Gems,       2,3,  1,0,5,
Fish,       1,2,  3,0,3,
Oil Refinery,1,2,  0,4,2,
Wheat,      1,2,  3,1,1,
Grassland,  1,2,  2,1,0,
Premium Timber,2,3,  1,3,1,
Stone Quarry,2,4,  1,2,3,
Iron,       3,6,  0,5,2,
Watering Hole,1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Reeds,      2,3,  1,1,2,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Theocracy,      President,   President
Republic,       President,   President
Imperialism,    King,        Queen

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  0,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 0, Germans,     German,      1,  0,  0,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 3, Americans,   American,    1,  0, -1,     4, Reverend, Reverend, 5, President, President
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 5, Aztecs,      Aztec,       0,  0,  0,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 0, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Tobacco,
Cotton,
Books,
Clothing,
Furs,
Coal,
Copper,
Seeds,
Alcohol,
Livestock,
Silver,
Weapons,
Coffee,
Gold,
Machinery,
Steel,


@ORDERS
Entrench,           F
Entrenched,         F
Sleep,              S
Build Fort,         F
Build Railroad,     R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Corporal
Sergeant
Captain
Colonel
General
Commander-in-Chief

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













